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[XNA] FPS counter with multiple features. Published under MIT license.
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using System; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.Linq; | |
using System.Text; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Audio; | |
using Microsoft.Xna.Framework.Content; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
using Microsoft.Xna.Framework.Media; | |
namespace FA2Engine.Tools | |
{ | |
/// <summary> | |
/// A game component that counts FPS and UPS, also gives other useful performance information. | |
/// </summary> | |
public class FpsCounter : Microsoft.Xna.Framework.DrawableGameComponent | |
{ | |
#region Private Fields | |
private const int refreshesPerSec = 4; // how many times do we calculate FPS & UPS every second | |
private readonly TimeSpan RefreshTime = TimeSpan.FromMilliseconds(1000 / refreshesPerSec); | |
private TimeSpan elapsedTime = TimeSpan.Zero; | |
private static int fps = 0, ups = 0; | |
private int frameCounter = 0, updateCounter = 0; | |
private SpriteBatch spriteBatch; | |
private SpriteFont font; | |
private Vector2 position; | |
private static Process process = Process.GetCurrentProcess(); | |
private static List<string> messages = new List<string>(); | |
private static List<double> messageTimers = new List<double>(); | |
private StringBuilder outputSb = new StringBuilder(); | |
#endregion | |
#region Public Properties | |
/// <summary> | |
/// Gets the current FPS. | |
/// </summary> | |
public static int FPS | |
{ | |
get { return fps; } | |
} | |
/// <summary> | |
/// Gets the current UPS. | |
/// </summary> | |
public static int UPS | |
{ | |
get { return ups; } | |
} | |
/// <summary> | |
/// Gets the total allocated memory, in bytes. | |
/// </summary> | |
public static long MemAllocated | |
{ | |
get { return process.PrivateMemorySize64; } | |
} | |
#endregion | |
public FpsCounter(Game game, SpriteFont font, Vector2 pos) | |
: base(game) | |
{ | |
this.spriteBatch = new SpriteBatch(game.GraphicsDevice); | |
this.font = font; | |
this.position = pos; | |
} | |
/// <summary> | |
/// Allows the game component to perform any initialization it needs to before starting | |
/// to run. This is where it can query for any required services and load content. | |
/// </summary> | |
public override void Initialize() | |
{ | |
base.Initialize(); | |
} | |
#region Public Methods | |
/// <summary> | |
/// Displays a message on screen for debugging purposes. | |
/// </summary> | |
/// <param name="msg"></param> | |
/// <param name="milliseconds"></param> | |
public static void ShowMessage(string msg, int milliseconds) | |
{ | |
messages.Add(msg); | |
messageTimers.Add(milliseconds); | |
} | |
#endregion | |
#region Update and Draw | |
/// <summary> | |
/// Allows performace monitor to calculate update rate. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
public override void Update(GameTime gameTime) | |
{ | |
elapsedTime += gameTime.ElapsedGameTime; | |
updateCounter++; | |
if (elapsedTime > RefreshTime) | |
{ | |
elapsedTime -= RefreshTime; | |
fps = frameCounter * refreshesPerSec; | |
ups = updateCounter * refreshesPerSec; | |
frameCounter = 0; | |
updateCounter = 0; | |
} | |
// Update message timers | |
for (int i = 0; i < messageTimers.Count; i++) | |
{ | |
messageTimers[i] -= gameTime.ElapsedGameTime.TotalMilliseconds; | |
if (messageTimers[i] <= 0) | |
{ | |
messages.RemoveAt(i); // remove timed out messages | |
messageTimers.RemoveAt(i); | |
} | |
} | |
outputSb.Clear(); | |
outputSb.Append(fps.ToString() + " "); | |
outputSb.Append("(" + (MemAllocated / 1024 / 1024).ToString() + " MB)" + Environment.NewLine); | |
foreach (string msg in messages) | |
{ | |
outputSb.Append(msg + Environment.NewLine); | |
} | |
base.Update(gameTime); | |
} | |
/// <summary> | |
/// Allows performance monitor to calculate draw rate. | |
/// </summary> | |
/// <param name="gameTime"></param> | |
public override void Draw(GameTime gameTime) | |
{ | |
frameCounter++; // increment frame counter | |
spriteBatch.Begin(); | |
spriteBatch.DrawString(font, outputSb.ToString(), position + new Vector2(1, 1), Color.Black); // shadow | |
spriteBatch.DrawString(font, outputSb.ToString(), position, Color.Fuchsia); | |
spriteBatch.End(); | |
base.Draw(gameTime); | |
} | |
#endregion | |
} | |
} |
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